Pilot Archive

Thread: Multiplayer Ships: Too Underpowered to Use?

Tumbler2002
Thu Mar 31, 2005 2:09 pm
#14



LoNe-R wrote:


Ezis wrote:
There is no advantage. In PvE, I have guns that are equally as powerful in my oppressor, and the same ordinance loadout. I only need myself in that to get full potential, so why use the Decimator? The MP ships are really flaky when it comes to control bugs, I've noticed, and there's no use for them in PvP, only PvE if you've got some low lvl pilots who want to help on a higher tier mission.



But that's when you want to use the thing as a kill ship. Nothing about the ship's design makes it a killer. It's more of a troop and supply transport/command and control. If all you want is a kill ship, stick to the fighters.

We have to stop trying to benchmark craft based on their combat. Ships have different merits based on what they were made for.






@LoNe-R

You are talking about MP ships like they have some other use that people aren't aware of. It's more of a troop and supply transport/command and control. If all you want is a kill ship, stick to the fighters. There are no troops to transport, there are no supplies to transport, there is nothing to command and control. The MP ships have ONLY the systems and abilities that we see in fighters but fighters do not have to coordinate between 4 or more people.
LoNe-R
Thu Mar 31, 2005 2:18 pm
#15






Tumbler2002 wrote:





LoNe-R wrote:





Ezis wrote:

There is no advantage. In PvE, I have guns that are equally as powerful in my oppressor, and the same ordinance loadout. I only need myself in that to get full potential, so why use the Decimator? The MP ships are really flaky when it comes to control bugs, I've noticed, and there's no use for them in PvP, only PvE if you've got some low lvl pilots who want to help on a higher tier mission.







But that's when you want to use the thing as a kill ship. Nothing about the ship's design makes it a killer. It's more of a troop and supply transport/command and control. If all you want is a kill ship, stick to the fighters.


We have to stop trying to benchmark craft based on their combat. Ships have different merits based on what they were made for.








@LoNe-R

You are talking about MP ships like they have some other use that people aren't aware of. It's more of a troop and supply transport/command and control. If all you want is a kill ship, stick to the fighters. There are no troops to transport, there are no supplies to transport, there is nothing to command and control. The MP ships have ONLY the systems and abilities that we see in fighters but fighters do not have to coordinate between 4 or more people.






You haven't flown with my guild. We can muster at least 10 pilots if something comes up.


The thing people don't realize is that the large MP ship can be used toward the ground. Stop thinking of it as a space only thing. If you plan a ground thing, you can get buffed in the ship. I keep extra supplies such as swoops, stims, weapons and armor for guild hunts and PvP.


The extra radar range of the gunners can help in getting PvP targets. I suppose you didn't know that gunners have enhanced radar compared to a standard radar?


Think outside the box. If you don't have the numbers for using a MP ship properly in PvP, then don't do it. But if the devs wanted us to have a giant combat vessel, they would have given us gunships. The MP ships were never meant to be gunships.




LoNe-R Taladar
-REBEL ACE PILOT-

dSOCOMd

"We rule Space, 'cause Imperial Pilots suck."

yimaz
Thu Mar 31, 2005 2:18 pm
#16


The simple fact is there is no command and control needs in JTL and no troop transport needs in JTL so in affect MP Ships are usless for anything other then RP. It's really that simple....

Message Edited by yimaz on 03-31-2005 04:20 PM



Yimayz Samoot
Master Smuggler & Master Pilot
Captain of the Auto de fé

LoNe-R
Thu Mar 31, 2005 2:27 pm
#17






yimaz wrote:


The simple fact is there is no command and control needs in JTL and no troop transport needs in JTL so in affect MP Ships are usless for anything other then RP. It's really that simple....

Message Edited by yimaz on 03-31-2005 04:20 PM





JTL isn't the game in itself. I like laughing at pure groundpounders. but this statement is too spacer. The two parts of the game don't interact enough. Once again, the MP ship bridges many of the gaps between ground and space. It's a good storage area for ground supplies as it goes where you go. You can move ground groups on it.


And YES the game in space can use C&C, my squadron has tested it and it works. You just have to think of it as related to how the game works and what functions are analogous to real life.


A C&C will stay out of combat after it finds a worthy target. The extended radar range of gunners in the turrets creates a huge difference when you PvP. You'll know where the enemy is before they know you're there. It has excellent potential. Don't bash it because you haven't tried it.




LoNe-R Taladar
-REBEL ACE PILOT-

dSOCOMd

"We rule Space, 'cause Imperial Pilots suck."

yimaz
Thu Mar 31, 2005 2:38 pm
#18









LoNe-R wrote:





yimaz wrote:


The simple fact is there is no command and control needs in JTL and no troop transport needs in JTL so in affect MP Ships are usless for anything other then RP. It's really that simple....





JTL isn't the game in itself. - really? wow I had no idea, thanksI like laughing at pure groundpounders. but this statement is too spacer.- Ive been in game sincelaunch, dont assume by my statement that I lean one way or the other.The two parts of the game don't interact enough. Once again, the MP ship bridges many of the gaps between ground and space. It's a good storage area for ground supplies as it goes where you go. You can move ground groups on it. - OMG it's what I use it for now, its all I use it for not really master worthy dont ya think?


And YES the game in space can use C&C, my squadron has tested it and it works. You just have to think of it as related to how the game works and what functions are analogous to real life.


A C&C will stay out of combat after it finds a worthy target. The extended radar range of gunners in the turrets creates a huge difference when you PvP. You'll know where the enemy is before they know you're there. It has excellent potential. Don't bash it because you haven't tried it. - i will give you that, Ive not tried it but with all my guildies going jedi Im the only MP atm.







Let me ask you this, since the YT (for example) is not a combat ship to you then explain how it was used on 2 assults on the death star or how Han and his crewwere able to "solo" a squad of ties? (Dont say he hada special YT cause we can all tweek out our ships just like he did)I dont think anyone wantsMP shipsto become the"uber" ship but in the same respect you have to master for a MP ship and C&C/storage/low lvl fightsand RP seem a little limited given the fact that they are master cert ships and the way JTL and SWG over all is set up. You cant tell me the logic behind making them at the least hold their own in high end combat is so crazy.






Message Edited by yimaz on 03-31-2005 05:03 PM



Yimayz Samoot
Master Smuggler & Master Pilot
Captain of the Auto de fé

lurdanta
Thu Mar 31, 2005 3:04 pm
#19



Zeon_Zaku wrote:
I normally don't use my Nova Cruiser for missions or anything like that. Usually I'm alone in it when I launch into space, and just fly around and explore (lucky for me, my Nova Cruiser is pretty fast and if I get into trouble, I can usually outrun then baddy).
Rarely do I bring a crew up. When I do, we usually just go to a tier three spawn and grind away there. Though I can never find more then two people to man it. I'd like to get atleast one more person to serve as the mechanic and co-pilot, but no one I've found is willing to just sit there and launch specials if/when needed and run around the ship repairing things...
All-in-all, MP ships can be a challange to man. Finding enough people can be a difficult task (even harder then a mission ). But still... I love my Nova Cruiser and have a lot of fun with it, even if I am alone.






I think one thing they could do to make the MP ship easier to crew up would be the elimination of the Co-pilot. Give the specials to the pilot and reduce the number of people needed. As you said it's hard to get a crew and no one really wants to be the copilot. If you gave the pilot the ability to use specials, you might be able to launch with a crew of three. Now, maybe you dont' have to eliminate the co-pilot, just give the pilot the ability to run specials if there is no co-pilot. Or you could give the co-pilot a gun to shoot to make it more interesting, but I think giving the pilot the ability to run programs would go a long way to addressing some of the more outstanding issues, difficulty finding a co-pilot, difficulty finding a fill crew and giving the pilot the ability to maybe fly it solo.

It makes sense to lower the crew requirements. As I recall, the crew for the Falcon was only two people, Han and Chewie. And they seemed to do keep themselves alive, it would follow that it would be possible for two people to take one up and do something. As it is, the thing is basically a different yacht.

BeakerMike
Thu Mar 31, 2005 3:14 pm
#20

I alwas had the mindset that Multiplayer ships are like Gunship's. They should be big, heavy and slow, however they should pack a ton of firepower and have heavy shields/armor. I kinda believed Multiplayer ships would be like the cargo ships in games like Wing Commanderrivateer or Freelancer, we'd have missions to take a ton of cargo from Point A to Point B, and along the way have to deal with Pirates or if the cargo is illegal, the Empire.



Ashen Katarna
Ace Rebel Pilot
lurdanta
Thu Mar 31, 2005 3:55 pm
#21



yimaz wrote:
The simple fact is there is no command and control needs in JTL and no troop transport needs in JTL so in affect MP Ships are usless for anything other then RP. It's really that simple....

Message Edited by yimaz on 03-31-2005 04:20 PM






/gives yimaz the secret smuggler handshake

OrianaM
Thu Mar 31, 2005 5:05 pm
#22

Actually I use my ship to help lower level pilots gain XP in relative safety. Against tier 1-3 ships, my Decimator is damn near invulnerable with just a bare minimum crew (1 pilot 2 gunners.)


Sure, I don't get much prestige off the kills (I got almost 60 million what the hell do I need more for?) but a tier one or two pilot manning a lvl 10 gun, shooting down Tier 3 fighters (Assuming they learn to hit the damned thing) can level pretty quickly in relative safety. If they're especially gifted, I'll take them to Kessel (Preferrably with a copilot incase I screw up)and go gunship hunting while preying on the sporadic fighters along the way.


They havea definate use, just maybe not the one you want them to have.



Ori'ana Mala - Bounty Hunter (Elder) - Acct Cancelled 11/20/2005
Na'tal'y Kiel - Smuggler (Elder) - Acct Cancelled 11/20/2005
-----------------------------Sister's Toons----------------------------------
Bri'anne - Mala - Smuggler (Elder) - Acct Cancelled 11/20/2005
Ma'ara Kiel - Shipwright (Elder) - Acct Cancelled 11/20/2005
DefelSpy
Thu Mar 31, 2005 6:30 pm
#23

Sorry but I'm gonna use another game for an example. The X-Wing series and the SW Role-Playing Game all have destinct differences between the star fighters and the transport class or MP ships. MP ships were FAR more armored than than fighters, enough to survive multiple laser or a few turbolaser hits. The ships were fast, but not fighter fast. And they had all that space for upgrades..... Star fighters were gone in a few hits but impossible to touch. Transports could be as fast or even faster than fighters and would have far more powerful weapons. Ya, they got hit a lot, but extra tough armor, shields, and the cabality for other crewmen to perform on the spot repairs and enhancements. Starfighters (everything except those with astromechs) couldn't do that, and those that could could get only slight upgrades or repairs. That is not the way galaxies is. When I first got into space in my Z-95 and popped a Tie with 3 solid hits in a row and the fighter was still flying, I was annoyed greatly by this. Shouldn't that fifgter, even with low powered noob weopons have explode, seeing is how this is twitch based? Ya, I know this is also an MMORPG, but fighters are as tough and well armed as a combat transport. Ya, fighters are used mainly by the Rebellion and Empire, not transports. Well, fighters were cheaper, faster, smaller, easier to man, easier to base or maintain (smaller ship means more of um in a hangar), so basically it's quanity over quality. Falcon, OutRider, or any of the other famous transports, or even just a cobat capable ship could hold it's own against starfhighterS, gunships, or light capitol ships (it would still nedd support against a capitol ship though). They really need to fix this. As it is in combat in star war galaxies the BMF in space are star fighters that rely on shere firepower, armor/shielding, and quick ablility/repairs, not flying skill. Same on the ground (armor). Colonel Fel and Commander Antilles wer awesome pilots and had skill, ie they could outmanuever other pilots and light them up. That is how fighters should be. One hit kills with turbolasers was normal. That is why a couple X-Wings did notfly in and blow up either deathstar. A LOT of fighters showed up and most were vaped. This would encourage more Squadron forming and MP ship use. Now, as far as how to pull people into space, I' still working on that and it's time to leave, so no time for a worthwhile post on that. Just my 2 creds and an Utozz (RPing doesn't always have to be expensive).


You never know where the Defel Spy will be, until you flip the light switch.
Ezis
Fri Apr 01, 2005 1:29 am
#24

There is no advantage. In PvE, I have guns that are equally as powerful in my oppressor, and the same ordinance loadout. I only need myself in that to get full potential, so why use the Decimator? The MP ships are really flaky when it comes to control bugs, I've noticed, and there's no use for them in PvP, only PvE if you've got some low lvl pilots who want to help on a higher tier mission.



Ezis Johns
Corbantis's First Jedi Pirate
Captain of the TIE: Oppressor "OMGWTFUGotPWNED"
Captain of the VT-49 Decimator "OMGWTFIGotPWNED"
My lightsaber is bigger than yours!
(gggggggggggggggggggggggggggggggggxnnntnnnnnn<

LoNe-R
Fri Apr 01, 2005 1:37 am
#25






Ezis wrote:

There is no advantage. In PvE, I have guns that are equally as powerful in my oppressor, and the same ordinance loadout. I only need myself in that to get full potential, so why use the Decimator? The MP ships are really flaky when it comes to control bugs, I've noticed, and there's no use for them in PvP, only PvE if you've got some low lvl pilots who want to help on a higher tier mission.







But that's when you want to use the thing as a kill ship. Nothing about the ship's design makes it a killer. It's more of a troop and supply transport/command and control. If all you want is a kill ship, stick to the fighters.


We have to stop trying to benchmark craft based on their combat. Ships have different merits based on what they were made for.




LoNe-R Taladar
-REBEL ACE PILOT-

dSOCOMd

"We rule Space, 'cause Imperial Pilots suck."

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